This mod is not currently available because it is still too early in development for any release

King of Ivalice

This mod is meant to immerse you into the world of Final Fantasy Tactics, but seen from the eyes of the second main character: Delita Hyral. Of course, this mod will not be Matsuno's original story because it won't be written by him. However, we will try our best to keep faith to everything that is canon and take some liberties where possible. Not being Square, we can feel free to include all sorts of content it would be illegal for them to add.

New World Map locations

With the Nelveskia Temple, Deep Dungeon, Golgorand Execution site and Murond Death City locations freed, expect new locations and paths on the map!

Headquarters

A refurbished Deep Dungeon! No more battles, rather new options for you to discover. Each section will use a pretty 320x240 custom background file instead of maps and units, unless of course, fighting is directly involved.

Meeting Room: Storyline progression events happen here.

Seer: Gives you important tips about the game.

Library: Read books that you find throughout the game to reveal important information.

Workshop: The team's archeologist can repair his artifacts here.

Treasure Room: Assign a treasure hunter to fetch items for you at different locations. Updated every time the storyline progressions increases.

Gambler: Earn gil in a non-fighting way.

Training Grounds: Fight against a scarecrow to build the exp/JP of your characters left behind.

Monster Arena: Capture monsters and hand them over to the Arena Master who will create Chimera monsters for you to fight.

Coach: A teacher can turn some generics with a lot of potential into powerful Special units if some requirements are met.

"Super" Monsters

Roaming around Ivalice, don't be surprised if you ever encounter an enormous chocobo, a blazing fast goblin or even an insanely strong uribo. These kind of super monsters will be commonplace now.

Lots of War Trophies

Items won't sell for a lot, but the accessibility to some will be vastly increased. The higher the level of the monster you fight, the better and more items it might drop! Every generic monster will be able to drop a vast array of items, but only 4 can be generated per unit. After some battles, this can mean a lot of items! Not just monsters, you might get some very good loot from human foes as well.

Shady Salesmen

There are rumors about some merchants roaming Ivalice who are selling some... interesting wares. The origin of those wares is suspicious to say the least, and while they might be very pricey, you might be able to haggle them to a more reasonable price.

Once you start Chapter 2, you'll be able to recruit new units at the soldier office. Forget about those level 1 squires with terrible equipment and no abilities!More information about this hack

King of Ivalice Revolution

This version is just like the original King of Ivalice, but heavily alters the vanilla (original) aspects of the game, like generic jobs, generic monsters, items and abilities in order to give a different, new flavor to the mod for players who are interested in that kind of experience. These edits are meant to make the game fun and different; not to give you a hard time, but still challenging enough. This idea is inspired by Celdia's Complete Patch.

This topic lists the new items in King of Ivalice. Some items can be sacrificed without taking the game away from the original version, because Delita isn't supposed to have access to them. Despite the list below, some items might be still kept because they are relevant to a certain character, or it seems normal for Delita to be able to acquire this item in a different way than Ramza did.

Why ask a general question on the forum where everyone can answer and you would provide the answer to anyone else seeking it in the future? Because that would be the smart thing to do. PMing an admin about general modding will have severe consequences.

Talking about 1.3 is forbidden

No really, it's been years already and we have things far better on FFH to offer than that lame "difficulty" mod. If you're coming on FFH for 1.3, goodbye.

These new rules are now effective immediately

These things seriously get old, and it's very annoying to repeat ourselves over and over again. We have better things to do than personally babysit every newcomer. We're doing our best to help, but it would be much better if you made the effort to not make us want to cleave your head right off.

It came with my motherboard, and given that I don't use it because OBS is vastly superior, I'm giving it away.I realize no one on FFH might want it, but oh well. At least for the people on Win XP it would spare them the annoyances for 3 months.It might require a free account specifically (I'm not sure it would work if you ever paid for it).

It allows you to do really nifty things to setup pSX for many games, hide the console window, different memory cards for each game (!!), different settings for each game, auto-load quicksave on startup, etc.Just figured at least one person using pSX would appreciate this.

I always made shortcuts before to auto-load an ISO, but I'll be using this from now on.

This hack allows you to set a price in the Soldier Office, and a unit will be generated given variables specified in the provided spreadsheet. It is highly customizable, and has been tested on console. There are 2 main sheets which will be explained in detail to give you a better idea of how to configure the spreadsheet for your ideal Soldier Office. You can find the download link at the bottom of this post.

So, I was debugging my hack this morning, and noticed something REALLY strange going on. I had half-words stored as 0xFFFF when breakpointing, and barely above 0 otherwise.

After 2 hours of trying to figure it out, I finally realized this:

The immediate in slti/sltiu is SIGNED in non-breakpoint mode (normal), and UNSIGNED in breakpoint mode.

I was checking if a value was less than 0xFFFF and setting it to 0xFFFF if it wasn't. At least, that was until I remembered that it would actually check if the value was under -0x0001. So in breakpoint mode everything was running as I wrongly expected.

If something isn't working as expected when breakpointing, that might be why.